Difference between revisions of "Modding:Modder Guide/APIs/Config"

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(→‎Keybind settings: rewrite for SMAPI 3.9 and new best practices)
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{{../../header}}
 
{{../../header}}
  
You can let users configure your mod through a standard <tt>config.json</tt> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.
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You can let users configure your mod through a standard <samp>config.json</samp> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.
  
 
==Config model==
 
==Config model==
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That model would be saved to <tt>config.json</tt> with this content:
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That model would be saved to <samp>config.json</samp> with this content:
 
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<syntaxhighlight lang="json">
 
{
 
{
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==Using the config file==
 
==Using the config file==
To read the <tt>config.json</tt> (SMAPI will create it automatically):
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To read the <samp>config.json</samp> (SMAPI will create it automatically):
  
 
<ol>
 
<ol>
 
<li>Create your [[#Config model|config model]].</li>
 
<li>Create your [[#Config model|config model]].</li>
<li>Access the config values in your <tt>ModEntry</tt> class:
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<li>Access the config values in your <samp>ModEntry</samp> class:
 
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/// <summary>The main entry point for the mod.</summary>
 
/// <summary>The main entry point for the mod.</summary>
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</ol>
 
</ol>
  
That's it! When the player launches the game, SMAPI will create the <tt>config.json</tt> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <tt>this.Helper.WriteConfig(this.Config)</tt>.
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That's it! When the player launches the game, SMAPI will create the <samp>config.json</samp> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <samp>this.Helper.WriteConfig(this.Config)</samp>.
  
 
==Keybind settings==
 
==Keybind settings==
 
: {{main article|Modding:Modder Guide/APIs/Input}}
 
: {{main article|Modding:Modder Guide/APIs/Input}}
  
You can use SMAPI's [[Modding:Modder Guide/APIs/Input#KeybindList|<tt>KeybindList</tt>]] in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings (e.g. to support split-screen mode):
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You can use SMAPI's [[Modding:Modder Guide/APIs/Input#KeybindList|<samp>KeybindList</samp>]] in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings (e.g. to support split-screen mode):
  
 
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The value is automatically written/parsed in the <tt>config.json</tt> file as a string:
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The value is automatically written/parsed in the <samp>config.json</samp> file as a string:
 
<syntaxhighlight lang="json">
 
<syntaxhighlight lang="json">
 
{
 
{

Revision as of 18:48, 4 November 2021

Creating SMAPI mods SMAPI mascot.png


Modding:Index

You can let users configure your mod through a standard config.json file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.

Config model

Creating a config model

The config model is a C# class you create, with properties representing the settings you want to store. It can contain almost anything from a few boolean fields to a complex object graph (though you should try to keep things simple for players). Here's a simple config model:

class ModConfig
{
   public bool ExampleBoolean { get; set; }
   public int ExampleNumber { get; set; }
}

That model would be saved to config.json with this content:

{
   "ExampleBoolean": false,
   "ExampleNumber": 0
}

Default values

You can set default values in your data model:

class ModConfig
{
   public bool ExampleBoolean { get; set; } = true;
   public int ExampleNumber { get; set; } = 5;
}

...or set defaults with a constructor:

class ModConfig
{
   public bool ExampleBoolean { get; set; }
   public int ExampleNumber { get; set; }

   public ModConfig()
   {
      this.ExampleBoolean = true;
      this.ExampleNumber = 5;
   }
}

Using the config file

To read the config.json (SMAPI will create it automatically):

  1. Create your config model.
  2. Access the config values in your ModEntry class:
    /// <summary>The main entry point for the mod.</summary>
    public class ModEntry : Mod
    {
        /*********
        ** Properties
        *********/
        /// <summary>The mod configuration from the player.</summary>
        private ModConfig Config;
    
    
        /*********
        ** Public methods
        *********/
        /// <summary>The mod entry point, called after the mod is first loaded.</summary>
        /// <param name="helper">Provides simplified APIs for writing mods.</param>
        public override void Entry(IModHelper helper)
        {
            this.Config = this.Helper.ReadConfig<ModConfig>();
            bool exampleBool = this.Config.ExampleBoolean;
        }
    }
    

That's it! When the player launches the game, SMAPI will create the config.json file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use this.Helper.WriteConfig(this.Config).

Keybind settings

Main article: Modding:Modder Guide/APIs/Input

You can use SMAPI's KeybindList in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings (e.g. to support split-screen mode):

class ModConfig
{
   public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2, LeftTrigger");
}

The value is automatically written/parsed in the config.json file as a string:

{
   "ToggleKey": "LeftShift + F2, LeftTrigger"
}